Corrupt a Patch Note

droid327

Well-known member
What future patch notes can you come up with that ruin a perfectly good, fun, popular part of the game in an effort to make it "better" or "balance" it? Bonus points if it's something the devs might actually do...

  • Battle Trances now all have a 3 min cooldown
  • Blood Tribute will now use the animation for Warlock Pact sacrifice
  • All spells with an AOE instant damage component have been standardized to scale from 1d6+1 to 1d6+9 according to spell level.
 

DDO Gaming

Well-known member
What future patch notes can you come up with that ruin a perfectly good, fun, popular part of the game in an effort to make it "better" or "balance" it? Bonus points if it's something the devs might actually do...

  • Battle Trances now all have a 3 min cooldown
  • Blood Tribute will now use the animation for Warlock Pact sacrifice
  • All spells with an AOE instant damage component have been standardized to scale from 1d6+1 to 1d6+9 according to spell level.
All AOE have a percentage chance of rebounding back onto party. 100% at lvl1 scaling down 1% per level
 

somenewnoob

Well-known member
Blood Tribute is now a 20 second action boost with standard # of action boost charges.

NHB now has a 16 second windup and 4 seconds of firing time.

To prevent lag, now when a mob is aggro'd all party members will immediately be rooted in place until that mob is killed.

It is now mandatory again to keep Coyle alive in Threnal.

The mob waves in Devil Assault have been slowed down significantly to improve player experience.
 

vryxnr

Well-known member
Don't give them more (bad) ideas! *cowers in fear*

... or maybe... because using a player given idea seems to be a no-no, yes! Lets say all the bad ideas so they'll be more reluctant to use them because it wasn't their idea originally!

(for some reason I doubt it'll work in our favor regardless)
 

Eoin

Well-known member
Spell Damage = Base Spell Damage * ((100 + Spell Power) / 100) * 0.75

Player base run speed balanced to ooze run speed to reduce lag.

Temporary health points correctly take the in combat self-heal multiplier into account.

Spells normalized across elements (missing airs, rays, dots, cones added), spell immunity removed, just choose your favorite color!

Monster DR is now percentage based and calculated off of the monster's max HP.

Bards can no longer tumble when singing.

All non-eternal potions share a 30 second global cool down.

Conjure bolts now returns a reasonable amount of bolts (100).
 

popejubal

Avatar of Jell-O
What future patch notes can you come up with that ruin a perfectly good, fun, popular part of the game in an effort to make it "better" or "balance" it? Bonus points if it's something the devs might actually do....
Spellpower now applies to only the first damage caused by each spell and has a 1 second internal cooldown. (The target designated as first is chosen randomly for AoE spell damage that applies simultaneously.)
 

DDO Gaming

Well-known member
  • Elminster now has a 50% chance to appear in any quest, giving a helpful speech to aid the adventurers. This lecture lasts 30 seconds per quest level, and must be listened to in order to complete the quest.
Whilst the party is being mauled by monsters
 

Zuldar

Well-known member
Melee and Ranged power will now experience diminishing returns past 100.

Raid runes were incorrectly dropping as BtA, this has been fixed.

Filigree Stat bonuses are now typed as "Filigree" and do not stack with other filigree bonuses.
 

saekee

long live ROGUE
“In order to help players navigate difficult quests often featuring lifesealed doors, inactive mobs and large groups of digital enemies, we have added a 6-minute cooldown to activating stealth.”

“In order to help players better understand tactical play, we have added a 3-second cooldown between any and all activations of a character’s attacks, skills and spells outside movement choices.”

“Since opening quivers from shortcut bars clearly causes players to mistaken them for clickies, we have disabled this functionality.”

“To assist players in preventing needless failed quests and character fatalities, we have quadrupled the drop rate of healer’s kits in all chests at all levels. In Legendary content, these chances will be further increased, and even more in reaper difficulty—because our data indicates that is when most characters die.”

“To further aid players in their questing for desired items, we have a new setting that automatically opens a chest three times and bills the character for the appropriate shards. This will display three chests for your choice. We know this will help you get the loot of your choice. To disable, easily go to Windows—C disk—DDO folder—inix files—subxc—open file cst.nm with a text editor and change line 17 to ‘default:noToLoot’

“To aid players in the immersive experience of working with hirelings, we have extended the distance-summoned hireling ability cooldowns to two minutes. So, in practice, if in the middle of a quest, you pull that hireling from the entrance, they will not activate their skills, healing, etc for 120 seconds. We hope you imagine them running through the dungeon during this delay, as we do, and enjoy the gameplay better!”

“We have added a death timer to all quests based on the distance to the shrine. The algorithm is (distance in meters-100)x10 seconds, rounded up into the positive. This will average out to about 500 seconds. We know that while you wait for the timer near a shrine, you will be given a better opportunity to review quest parameters, mission details and better means to avoid death.”

“To prevent players from losing those profoundly valuable augments, and to keep up the value of storage space, we are helping them by disabling the ability of items with any filled augment slots to be fed to sentient jewels.” (This actually happened to—in truth—prevent someone from putting a high level augment in a lowbie item and then getting more sentient xp. The description was more like what I wrote.)
 

LunaCee

Well-known member
Tsk you want terror? In the interests of having the players appreciate playing all content longer two changes are being made.

First is that players can no longer store levels to skip past certain level ranges. Instead excess XP is simply specially banked and doled out as an extra 5% bonus to proper at-level quests until exhausted. We insist you actually go and play that level 18 and 19 content.

The second change is that we are setting an XP throttle limit in place whereby "Zerging" is completely ineffective. Any and all XP above a certain per minute amount that scales based on character level is simply "lost" and we are keeping the formula curve secret. The limit can be removed for 30 days via a special account flag for every $500 you spend in our store.
 

Blerkington

Well-known member
Some truly horrifying suggestions so far. And bonus realism points for attempting to present these changes as improvements to the game being done for our benefit. Nice work all.
 

saekee

long live ROGUE
What is interesting is that it is easy to imagine them happening. What if I wrote:
“We have decided to modify Sealed in Amber by adding large tiles for door pass count, extra scrolls, forcing a final fight and another, and a standardized route. We know you will not like this, as it makes it familiar to many other standardized quest pathings, so first we will require the cutscene and then remove the requirement so you think you got something.”
 

Cheeps

Tired Member
  • Korthos is no longer optional, and players must finish misery's peak to progress the game.
  • Jeets will travel with players in Korthos and will initiate a non skippable tutorial feature at key points.
  • Sticky ladder bugs have been added to all ladders to standardize game experience and will spawn more often when dungeon alert is present.
  • All 20 second buffs now have a 15 second animation to help players immerse in game play.
  • All longbows now add +5 melee power per level while equipped.
  • Activating stealth in dungeons now triggers dungeon alert. This alert is raised for every 3 seconds stealth is in use.
  • All ingredients in the green ingredient bag now expire at the end of the year, but remain available to auction or trade after their expiry.
  • Thieves tools now correctly stack in groups of 10 to keep up with healer/repair kits.
  • Players caught casting jump spell, jump clicky, or jump like ability on giants in gianthold or other locations will be banned from game.
 
In order to improve game performance, all actions and abilities including casting, drinking potions, action boosts or other enhancement and destiny abilities will be disabled for three seconds after a jump is initiated on a character.

For enhanced realism in combat, all melee styles will now have a -50% combat style bonus to attack speed while moving. This will increase to -75% attack speed when strafing to either side.

Since we originally claimed that lag was the reason that Archon summons no longer cast light, we will be removing all other sources of light cast by players from the game, including the pools of light around players in the Cogs. Known issue: the torch in Rainbow in the Dark is temporarily out of order, and we will return its functionality in an upcoming patch.

Currency stored on characters now has its proper mass and may trigger encumbrance if the character has insufficient strength to carry their platinum, gold, silver, and copper. Each coin has a standard weight of 0.01 lb in Eberron gravity, and increases in all game environments with altered gravity such as Dreaming Dark and Another Man's Treasure. We have added new platinum vault tiers at the shared bank above the current upgrade 7 level of 5,500,000 plat. Each new tier will add storage for another 100,000 plat at a cost of 495 DDO Points.

All vendors will be paying for gear in silver coins to simplify and standardize transactions. Instead of automatic currency conversion, we have added new recipes at the Stone of Change to convert 10 silver into 1 gold, and 10 gold into 1 platinum.
 

Contessor

Well-known member
Haunted Halls has too much chocolate. We now know the hamsters are allergic to chocolate so for necessity we will be closing haunted halls during night revels.
 

mbartol

Murder Hobo
- As a measure to reduce lag generated by pathing, players’ movement rate is reduced by 1% per active enemy.

- Cooldown timers when swapping gear is increased to 10 seconds to reduce the number of concurrent calculations performed by the server.
 

ACJ97F

Well-known member
"Our upcoming enhanced gameplay system will track what percentage of players are active on a particular class, and what trees they are using.
This data will allow us to determine the current Meta, and since that is probably overpowered, the next patch will be focuced on adjusting that.
This cycle of game balance adjustments will continue until all classes are nerfed, erm.... evenly powered... according to our awesome QA skills.

Additionally, we are fixing the Drifting Lotus animation, to mose closely resemble two nerds having a slap-fight over a Mei action figure."
 
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